我有两个矩形R1和R2
---------------------------------
|R1 |
| |
| ------------------ |
| | | |
| | R2 | |
| | | |
---------------------------------
R1表示最大的一个,R2表示最小的一个。我想发送我们所拥有的区域,如果我们将R2减去R1到我的方法,将rect作为输入。这甚至可能吗?任何躲避的措施
答案 0 :(得分:1)
如果我们将R2减去R1,我希望将我们所拥有的区域发送到我的方法,该方法将rect作为输入。这甚至可能吗?
不,因为区域由 size (CGSize)表示,但您的方法将 rect (CGRect)作为输入。
但也许当你说" area"你的意思是"塑造"?然后你必须自己绘制或导出形状。而且,在这种情况下,您无法将其发送到"将矩形作为输入"的方法,因为您现在拥有的将是路径(例如UIBezierPath)或者CGPath)或者绘图(例如UIImage)。
因此,正如您在此屏幕截图中看到的那样,可以轻松制作切出的矩形形状:
...但描述该形状的信息不能仅仅表示为矩形。
答案 1 :(得分:0)
查找区域
-(CGSize)areaOfRect:(CGRect)outerRect minusRect:(CGRect)innerRect
{
return (outerRect.size.width - innerRect.size.width) * (outerRect.size.height - innerRect.size.height);
}
查找rects(假设这两个rects正在使用相同的边界)
typedef void(^RectCompletion)(CGRect topRect,CGRect leftRect,CGRect rightRect,CGRect bottomRect);
-(void)rectsForRect:(CGRect)outerRect minusRect:(CGRect)innerRect withCompletion:(RectCompletion)completion
{
// First sanity..
// You'll need to build up a list of prerequisite checks
if (innerRect.origin.x < outerRect.origin.x)
outerRect.origin.x = innerRect.origin.x;
if (innerRect.origin.y < outerRect.origin.y)
outerRect.origin.y = innerRect.origin.y;
if (innerRect.origin.x + innerRect.size.width > outerRect.origin.x + outerRect.size.width)
NSLog(@"Trim to edge");
if (innerRect.origin.x > outerRect.origin.x + outerRect.size.width || innerRect.origin.y > outerRect.origin.y + outerRect.size.width)
NSLog(@"Trim to edge");
// etc...
// Assuming the rect is always in bounds below should give you the 4 rects surrounding the inner rect..
// With overlap..
CGRect topRect = CGRectMake(outerRect.origin.x, outerRect.origin.y, outerRect.size.width, innerRect.origin.y);
CGRect leftRect = CGRectMake(outerRect.origin.x, outerRect.origin.y, innerRect.origin.x, outerRect.size.height);
CGRect rightRect = CGRectMake(innerRect.origin.x + innerRect.size.width, outerRect.origin.y, outerRect.size.width - (innerRect.origin.x + innerRect.size.width), outerRect.size.height);
CGRect bottomRect = CGRectMake(outerRect.origin.x, outerRect.size.height - (innerRect.origin.y + innerRect.size.height), outerRect.size.width, outerRect.size.height - (innerRect.origin.y + innerRect.size.height));
// No overlap
CGRect topRect = CGRectMake(outerRect.origin.x, outerRect.origin.y, outerRect.size.width, innerRect.origin.y);
CGRect leftRect = CGRectMake(outerRect.origin.x, innerRect.origin.y, innerRect.origin.x, innerRect.size.height);
CGRect rightRect = CGRectMake(innerRect.origin.x + innerRect.size.width, innerRect.origin.y, outerRect.size.width - (innerRect.origin.x + innerRect.size.width), innerRect.size.height);
CGRect bottomRect = CGRectMake(outerRect.origin.x, outerRect.size.height - (innerRect.origin.y + innerRect.size.height), outerRect.size.width, outerRect.size.height - (innerRect.origin.y + innerRect.size.height));
completion(topRect,leftRect,rightRect,bottomRect);
}